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Comparing deliantra/server/common/map.C (file contents):
Revision 1.129 by root, Wed Sep 12 11:10:09 2007 UTC vs.
Revision 1.175 by root, Tue Nov 10 05:06:02 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 28#include "loader.h"
30
31#include "path.h" 29#include "path.h"
30
31//+GPL
32
33sint8 maptile::outdoor_darkness;
32 34
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
71 * by the caller. 73 * by the caller.
72 */ 74 */
73int 75int
74blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 77{
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this. 79 * have already checked this.
81 */ 80 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 82 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1; 84 return 1;
86 } 85 }
87 86
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 88
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
94 91
95 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 94 * things we need to do for players.
98 */ 95 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 97 return 0;
101 98
102 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
118 */ 115 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 117 {
121 118 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 119 {
125 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
127 * pass through this space. 122 return 1;
128 */ 123 else
129 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
130 { 127 {
131 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
132 return 1; 132 return 1;
133 else 133 }
134 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
135 } 143 }
136 else 144 else
137 { 145 return 1; // unconditional block
138 /* In this case, the player must not have the object - 146
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 147 } else {
148 { 148 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 151
158 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 153 && tmp->head_ () != ob
160 && tmp != ob 154 && tmp != ob
161 && tmp->type != DOOR 155 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
163 return 1; 157 return 1;
164 } 158 }
165
166 } 159 }
160
167 return 0; 161 return 0;
168} 162}
169 163
170/* 164/*
171 * Returns qthe blocking object if the given object can't fit in the given 165 * Returns qthe blocking object if the given object can't fit in the given
223 } 217 }
224 218
225 return 0; 219 return 0;
226} 220}
227 221
228/* When the map is loaded, load_object does not actually insert objects 222//-GPL
229 * into inventory, but just links them. What this does is go through
230 * and insert them properly.
231 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight.
233 */
234void
235fix_container (object *container)
236{
237 object *tmp = container->inv, *next;
238
239 container->inv = 0;
240 while (tmp)
241 {
242 next = tmp->below;
243 if (tmp->inv)
244 fix_container (tmp);
245
246 insert_ob_in_ob (tmp, container);
247 tmp = next;
248 }
249
250 /* sum_weight will go through and calculate what all the containers are
251 * carrying.
252 */
253 sum_weight (container);
254}
255 223
256void 224void
257maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
258{ 226{
259 if (!spaces) 227 if (!spaces)
261 229
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 232 tmp->flag [flag] = value;
265} 233}
234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248//+GPL
266 249
267/* link_multipart_objects go through all the objects on the map looking 250/* link_multipart_objects go through all the objects on the map looking
268 * for objects whose arch says they are multipart yet according to the 251 * for objects whose arch says they are multipart yet according to the
269 * info we have, they only have the head (as would be expected when 252 * info we have, they only have the head (as would be expected when
270 * they are saved). 253 * they are saved).
298 op = op->above; 281 op = op->above;
299 } 282 }
300 } 283 }
301} 284}
302 285
286//-GPL
287
303/* 288/*
304 * Loads (ands parses) the objects into a given map from the specified 289 * Loads (ands parses) the objects into a given map from the specified
305 * file pointer. 290 * file pointer.
306 */ 291 */
307bool 292bool
308maptile::_load_objects (object_thawer &f) 293maptile::_load_objects (object_thawer &f)
309{ 294{
310 for (;;) 295 for (;;)
311 { 296 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 297 coroapi::cede_to_tick (); // cede once in a while
313 298
314 switch (f.kw) 299 switch (f.kw)
315 { 300 {
316 case KW_arch: 301 case KW_arch:
317 if (object *op = object::read (f, this)) 302 if (object *op = object::read (f, this))
318 { 303 {
304 // TODO: why?
319 if (op->inv) 305 if (op->inv)
320 sum_weight (op); 306 op->update_weight ();
321 307
322 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 308 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
309 {
310 // we insert manually because
311 // a) its way faster
312 // b) we remove manually, too, and there are good reasons for that
313 // c) it's correct
314 mapspace &ms = at (op->x, op->y);
315
316 op->flag [FLAG_REMOVED] = false;
317
318 op->above = 0;
319 op->below = ms.top;
320
321 *(ms.top ? &ms.top->above : &ms.bot) = op;
322
323 ms.top = op;
324 ms.flags_ = 0;
325 }
326 else
327 {
328 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
329 op->destroy ();
330 }
323 } 331 }
324 332
325 continue; 333 continue;
326 334
327 case KW_EOF: 335 case KW_EOF:
413 * map archetype. Mimic that behaviour. 421 * map archetype. Mimic that behaviour.
414 */ 422 */
415 width = 16; 423 width = 16;
416 height = 16; 424 height = 16;
417 timeout = 300; 425 timeout = 300;
418 max_nrof = 1000; // 1000 items of anything 426 max_items = MAX_ITEM_PER_ACTION;
419 max_volume = 2000000; // 2m³ 427 max_volume = 2000000; // 2m³
420} 428}
421 429
422maptile::maptile (int w, int h) 430maptile::maptile (int w, int h)
423{ 431{
444 if (spaces) 452 if (spaces)
445 return; 453 return;
446 454
447 spaces = salloc0<mapspace> (size ()); 455 spaces = salloc0<mapspace> (size ());
448} 456}
457
458//+GPL
449 459
450/* Takes a string from a map definition and outputs a pointer to the array of shopitems 460/* Takes a string from a map definition and outputs a pointer to the array of shopitems
451 * corresponding to that string. Memory is allocated for this, it must be freed 461 * corresponding to that string. Memory is allocated for this, it must be freed
452 * at a later date. 462 * at a later date.
453 * Called by parse_map_headers below. 463 * Called by parse_map_headers below.
530 return items; 540 return items;
531} 541}
532 542
533/* opposite of parse string, this puts the string that was originally fed in to 543/* opposite of parse string, this puts the string that was originally fed in to
534 * the map (or something equivilent) into output_string. */ 544 * the map (or something equivilent) into output_string. */
535static void 545static const char *
536print_shop_string (maptile *m, char *output_string) 546print_shop_string (maptile *m)
537{ 547{
538 int i; 548 static dynbuf_text buf; buf.clear ();
539 char tmp[MAX_BUF];
540 549
541 strcpy (output_string, "");
542 for (i = 0; i < m->shopitems[0].index; i++) 550 for (int i = 0; i < m->shopitems[0].index; i++)
543 { 551 {
544 if (m->shopitems[i].typenum) 552 if (m->shopitems[i].typenum)
545 { 553 {
546 if (m->shopitems[i].strength) 554 if (m->shopitems[i].strength)
547 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 555 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
548 else 556 else
549 sprintf (tmp, "%s;", m->shopitems[i].name); 557 buf.printf ("%s;", m->shopitems[i].name);
550 } 558 }
551 else 559 else
552 { 560 {
553 if (m->shopitems[i].strength) 561 if (m->shopitems[i].strength)
554 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 562 buf.printf ("*:%d;", m->shopitems[i].strength);
555 else 563 else
556 sprintf (tmp, "*"); 564 buf.printf ("*");
557 } 565 }
558
559 strcat (output_string, tmp);
560 } 566 }
567
568 return buf;
561} 569}
570
571//-GPL
562 572
563/* This loads the header information of the map. The header 573/* This loads the header information of the map. The header
564 * contains things like difficulty, size, timeout, etc. 574 * contains things like difficulty, size, timeout, etc.
565 * this used to be stored in the map object, but with the 575 * this used to be stored in the map object, but with the
566 * addition of tiling, fields beyond that easily named in an 576 * addition of tiling, fields beyond that easily named in an
617 case KW_sky: thawer.get (sky); break; 627 case KW_sky: thawer.get (sky); break;
618 628
619 case KW_per_player: thawer.get (per_player); break; 629 case KW_per_player: thawer.get (per_player); break;
620 case KW_per_party: thawer.get (per_party); break; 630 case KW_per_party: thawer.get (per_party); break;
621 case KW_no_reset: thawer.get (no_reset); break; 631 case KW_no_reset: thawer.get (no_reset); break;
632 case KW_no_drop: thawer.get (no_drop); break;
622 633
623 case KW_region: default_region = region::find (thawer.get_str ()); break; 634 case KW_region: default_region = region::find (thawer.get_str ()); break;
624 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 635 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
625 636
626 // old names new names 637 // old names new names
657 } 668 }
658 669
659 abort (); 670 abort ();
660} 671}
661 672
673//+GPL
674
662/****************************************************************************** 675/******************************************************************************
663 * This is the start of unique map handling code 676 * This is the start of unique map handling code
664 *****************************************************************************/ 677 *****************************************************************************/
665 678
666/* This goes through the maptile and removed any unique items on the map. */ 679/* This goes through the maptile and removed any unique items on the map. */
676 689
677 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 690 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
678 unique = 1; 691 unique = 1;
679 692
680 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 693 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
681 {
682 op->destroy_inv (false);
683 op->destroy (); 694 op->destroy ();
684 }
685 695
686 op = above; 696 op = above;
687 } 697 }
688 } 698 }
689} 699}
700
701//-GPL
690 702
691bool 703bool
692maptile::_save_header (object_freezer &freezer) 704maptile::_save_header (object_freezer &freezer)
693{ 705{
694#define MAP_OUT(k) freezer.put (KW_ ## k, k) 706#define MAP_OUT(k) freezer.put (KW_ ## k, k)
700 MAP_OUT (swap_time); 712 MAP_OUT (swap_time);
701 MAP_OUT (reset_time); 713 MAP_OUT (reset_time);
702 MAP_OUT (reset_timeout); 714 MAP_OUT (reset_timeout);
703 MAP_OUT (fixed_resettime); 715 MAP_OUT (fixed_resettime);
704 MAP_OUT (no_reset); 716 MAP_OUT (no_reset);
717 MAP_OUT (no_drop);
705 MAP_OUT (difficulty); 718 MAP_OUT (difficulty);
706
707 if (default_region) MAP_OUT2 (region, default_region->name); 719 if (default_region) MAP_OUT2 (region, default_region->name);
708 720
709 if (shopitems) 721 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
710 {
711 char shop[MAX_BUF];
712 print_shop_string (this, shop);
713 MAP_OUT2 (shopitems, shop);
714 }
715
716 MAP_OUT (shopgreed); 722 MAP_OUT (shopgreed);
717 MAP_OUT (shopmin); 723 MAP_OUT (shopmin);
718 MAP_OUT (shopmax); 724 MAP_OUT (shopmax);
719 if (shoprace) MAP_OUT (shoprace); 725 if (shoprace) MAP_OUT (shoprace);
726
720 MAP_OUT (darkness); 727 MAP_OUT (darkness);
721 MAP_OUT (width); 728 MAP_OUT (width);
722 MAP_OUT (height); 729 MAP_OUT (height);
723 MAP_OUT (enter_x); 730 MAP_OUT (enter_x);
724 MAP_OUT (enter_y); 731 MAP_OUT (enter_y);
757 return false; 764 return false;
758 765
759 return freezer.save (path); 766 return freezer.save (path);
760} 767}
761 768
769//+GPL
770
762/* 771/*
763 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
764 */ 773 */
765void 774void
766maptile::clear () 775maptile::clear ()
776 785
777 op->flag [FLAG_REMOVED] = true; 786 op->flag [FLAG_REMOVED] = true;
778 787
779 object *head = op->head_ (); 788 object *head = op->head_ ();
780 if (op == head) 789 if (op == head)
781 {
782 op->destroy_inv (false);
783 op->destroy (); 790 op->destroy ();
784 }
785 else if (head->map != op->map) 791 else if (head->map != op->map)
786 { 792 {
787 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 793 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
788 head->destroy (); 794 head->destroy ();
789 } 795 }
790 } 796 }
791 797
792 sfree (spaces, size ()), spaces = 0; 798 sfree0 (spaces, size ());
793 } 799 }
794 800
795 if (buttons) 801 if (buttons)
796 free_objectlinkpt (buttons), buttons = 0; 802 free_objectlinkpt (buttons), buttons = 0;
797 803
798 sfree (regions, size ()); regions = 0; 804 sfree0 (regions, size ());
799 delete [] regionmap; regionmap = 0; 805 delete [] regionmap; regionmap = 0;
800} 806}
801 807
802void 808void
803maptile::clear_header () 809maptile::clear_header ()
904 op->destroy (); 910 op->destroy ();
905 } 911 }
906} 912}
907 913
908/* 914/*
909 * Updates every button on the map (by calling update_button() for them).
910 */
911void
912maptile::update_buttons ()
913{
914 for (oblinkpt *obp = buttons; obp; obp = obp->next)
915 for (objectlink *ol = obp->link; ol; ol = ol->next)
916 {
917 if (!ol->ob)
918 {
919 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
920 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
921 continue;
922 }
923
924 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
925 {
926 update_button (ol->ob);
927 break;
928 }
929 }
930}
931
932/*
933 * This routine is supposed to find out the difficulty of the map. 915 * This routine is supposed to find out the difficulty of the map.
934 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
935 * but does have a lot to do with treasure on the map. 917 * but does have a lot to do with treasure on the map.
936 * 918 *
937 * Difficulty can now be set by the map creature. If the value stored 919 * Difficulty can now be set by the map creator. If the value stored
938 * in the map is zero, then use this routine. Maps should really 920 * in the map is zero, then use this routine. Maps should really
939 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
940 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
941 */ 923 */
942int 924int
943maptile::estimate_difficulty () const 925maptile::estimate_difficulty () const
944{ 926{
945 long monster_cnt = 0; 927 long monster_cnt = 0;
957 939
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (QUERY_FLAG (op, FLAG_GENERATOR))
959 { 941 {
960 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
961 943
962 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 944 if (archetype *at = op->other_arch)
945 {
963 total_exp += at->stats.exp * 8; 946 total_exp += at->stats.exp * 8;
964
965 monster_cnt++; 947 monster_cnt++;
948 }
949
950 for (object *inv = op->inv; inv; inv = inv->below)
951 {
952 total_exp += op->stats.exp * 8;
953 monster_cnt++;
954 }
966 } 955 }
967 } 956 }
968 957
969 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
970 959
983 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
984 */ 973 */
985int 974int
986maptile::change_map_light (int change) 975maptile::change_map_light (int change)
987{ 976{
988 int new_level = darkness + change;
989
990 /* Nothing to do */ 977 /* Nothing to do */
991 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 978 if (!change)
992 return 0; 979 return 0;
993 980
994 /* inform all players on the map */ 981 /* inform all players on the map */
995 if (change > 0) 982 if (change > 0)
996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
997 else 984 else
998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
999 986
1000 /* Do extra checking. since darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1001 * we need to be extra careful about negative values.
1002 * In general, the checks below are only needed if change
1003 * is not +/-1
1004 */
1005 if (new_level < 0)
1006 darkness = 0;
1007 else if (new_level >= MAX_DARKNESS)
1008 darkness = MAX_DARKNESS;
1009 else
1010 darkness = new_level;
1011 988
1012 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1013 update_all_map_los (this); 990 update_all_map_los (this);
991
1014 return 1; 992 return 1;
1015} 993}
1016 994
1017/* 995/*
1018 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1021 * through, etc) 999 * through, etc)
1022 */ 1000 */
1023void 1001void
1024mapspace::update_ () 1002mapspace::update_ ()
1025{ 1003{
1026 object *tmp, *last = 0; 1004 object *last = 0;
1027 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1006 sint8 light = 0;
1028 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1029 1012
1030 //object *middle = 0; 1013 //object *middle = 0;
1031 //object *top = 0; 1014 //object *top = 0;
1032 //object *floor = 0; 1015 //object *floor = 0;
1033 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1034 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1035 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1036 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1037 1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022
1038 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1039 { 1024 {
1040 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1041 * one). But if so, it shouldn't be a simple additive - 2
1042 * light bulbs do not illuminate twice as far as once since
1043 * it is a dissapation factor that is cubed.
1044 */
1045 if (tmp->glow_radius > light)
1046 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1047 1027
1048 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1049 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1050 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1051 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1052 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1053 * 1033 *
1054 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1055 */ 1035 */
1056 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1057 { 1037 {
1058 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1059 top = tmp; 1039 top = tmp;
1060 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1061 { 1041 {
1062 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1063 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1064 */ 1044 */
1065 middle = 0; 1045 middle = 0;
1066 top = 0; 1046 top = 0;
1067 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1068 } 1050 }
1069 /* Flag anywhere have high priority */ 1051 else
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 { 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1072 middle = tmp; 1070 middle = tmp;
1073 anywhere = 1; 1071 }
1074 } 1072 }
1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the
1077 * top
1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080 middle = tmp;
1081 }
1082
1083 if (tmp == tmp->above)
1084 {
1085 LOG (llevError, "Error in structure of map\n");
1086 exit (-1);
1087 } 1073 }
1088 1074
1089 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1092 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1093 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1094 1080
1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1097 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 1085 }
1102 1086
1103 this->light = light; 1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1098 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1100 this->move_on = move_on;
1107 this->move_off = move_off; 1101 this->move_off = move_off;
1108 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1109 1105
1110 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1111 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1112 * this point. 1108 * this point.
1113 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1128 * 1) top face is set, need middle to be set. 1124 * 1) top face is set, need middle to be set.
1129 * 2) middle is set, need to set top. 1125 * 2) middle is set, need to set top.
1130 * 3) neither middle or top is set - need to set both. 1126 * 3) neither middle or top is set - need to set both.
1131 */ 1127 */
1132 1128
1133 for (tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1130 {
1135 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1137 break; 1133 break;
1138 1134
1179 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1181#endif 1177#endif
1182} 1178}
1183 1179
1184uint64 1180maptile *
1185mapspace::volume () const
1186{
1187 uint64 vol = 0;
1188
1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
1191
1192 return vol;
1193}
1194
1195bool
1196maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1197{ 1182{
1198 if (!tile_path[dir]) 1183 if (tile_path[dir])
1199 return 0; 1184 {
1200
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return 1; 1186 return tile_map[dir];
1203 1187
1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return 1; 1189 return tile_map[dir];
1190 }
1206 1191
1207 return 0; 1192 return 0;
1208} 1193}
1209 1194
1210/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
1516 else 1501 else
1517 { 1502 {
1518 retval->distance_x += op2->x - x; 1503 retval->distance_x += op2->x - x;
1519 retval->distance_y += op2->y - y; 1504 retval->distance_y += op2->y - y;
1520 1505
1521 retval->part = NULL; 1506 retval->part = 0;
1522 retval->distance = idistance (retval->distance_x, retval->distance_y); 1507 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1508 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1524 } 1509 }
1525} 1510}
1526 1511
1527/* Returns true of op1 and op2 are effectively on the same map 1512/* Returns true of op1 and op2 are effectively on the same map
1538 int dx, dy; 1523 int dx, dy;
1539 1524
1540 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541} 1526}
1542 1527
1528//-GPL
1529
1543object * 1530object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1532{
1546 if (!op->flag [FLAG_REMOVED])
1547 op->remove ();
1548
1549 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1533 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1550} 1534}
1551 1535
1552region * 1536region *
1553maptile::region (int x, int y) const 1537maptile::region (int x, int y) const
1562 return default_region; 1546 return default_region;
1563 1547
1564 return ::region::default_region (); 1548 return ::region::default_region ();
1565} 1549}
1566 1550
1551//+GPL
1552
1567/* picks a random object from a style map. 1553/* picks a random object from a style map.
1568 * Redone by MSW so it should be faster and not use static
1569 * variables to generate tables.
1570 */ 1554 */
1571object * 1555object *
1572maptile::pick_random_object () const 1556maptile::pick_random_object (rand_gen &gen) const
1573{ 1557{
1574 /* while returning a null object will result in a crash, that 1558 /* while returning a null object will result in a crash, that
1575 * is actually preferable to an infinite loop. That is because 1559 * is actually preferable to an infinite loop. That is because
1576 * most servers will automatically restart in case of crash. 1560 * most servers will automatically restart in case of crash.
1577 * Change the logic on getting the random space - shouldn't make 1561 * Change the logic on getting the random space - shouldn't make
1578 * any difference, but this seems clearer to me. 1562 * any difference, but this seems clearer to me.
1579 */ 1563 */
1580 for (int i = 1000; --i;) 1564 for (int i = 1000; --i;)
1581 { 1565 {
1582 object *pick = at (rndm (width), rndm (height)).bot; 1566 object *pick = at (gen (width), gen (height)).bot;
1583 1567
1584 // do not prefer big monsters just because they are big. 1568 // do not prefer big monsters just because they are big.
1585 if (pick && pick->head_ () == pick) 1569 if (pick && pick->is_head ())
1586 return pick->head_ (); 1570 return pick->head_ ();
1587 } 1571 }
1588 1572
1589 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1590 return get_archetype ("blocked"); 1574 return archetype::find (shstr_bug);
1591} 1575}
1576
1577//-GPL
1592 1578
1593void 1579void
1594maptile::play_sound (faceidx sound, int x, int y) const 1580maptile::play_sound (faceidx sound, int x, int y) const
1595{ 1581{
1596 if (!sound) 1582 if (!sound)
1597 return; 1583 return;
1598 1584
1585 for_all_players_on_map (pl, this)
1586 if (client *ns = pl->ns)
1587 {
1588 int dx = x - pl->ob->x;
1589 int dy = y - pl->ob->y;
1590
1591 int distance = idistance (dx, dy);
1592
1593 if (distance <= MAX_SOUND_DISTANCE)
1594 ns->play_sound (sound, dx, dy);
1595 }
1596}
1597
1598void
1599maptile::say_msg (const char *msg, int x, int y) const
1600{
1599 for_all_players (pl) 1601 for_all_players (pl)
1600 if (pl->observe->map == this)
1601 if (client *ns = pl->ns) 1602 if (client *ns = pl->ns)
1602 { 1603 {
1603 int dx = x - pl->observe->x; 1604 int dx = x - pl->ob->x;
1604 int dy = y - pl->observe->y; 1605 int dy = y - pl->ob->y;
1605 1606
1606 int distance = idistance (dx, dy); 1607 int distance = idistance (dx, dy);
1607 1608
1608 if (distance <= MAX_SOUND_DISTANCE) 1609 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy); 1610 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1610 } 1611 }
1611} 1612}
1612 1613
1614static void
1615split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1616{
1617 // clip to map to the left
1618 if (x0 < 0)
1619 {
1620 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1621 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1622
1623 if (x1 < 0) // entirely to the left
1624 return;
1625
1626 x0 = 0;
1627 }
1628
1629 // clip to map to the right
1630 if (x1 > m->width)
1631 {
1632 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1633 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1634
1635 if (x0 > m->width) // entirely to the right
1636 return;
1637
1638 x1 = m->width;
1639 }
1640
1641 // clip to map above
1642 if (y0 < 0)
1643 {
1644 if (maptile *tile = m->tile_available (TILE_UP, 1))
1645 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1646
1647 if (y1 < 0) // entirely above
1648 return;
1649
1650 y0 = 0;
1651 }
1652
1653 // clip to map below
1654 if (y1 > m->height)
1655 {
1656 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1657 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1658
1659 if (y0 > m->height) // entirely below
1660 return;
1661
1662 y1 = m->height;
1663 }
1664
1665 // if we get here, the rect is within the current map
1666 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1667
1668 r->m = m;
1669 r->x0 = x0;
1670 r->y0 = y0;
1671 r->x1 = x1;
1672 r->y1 = y1;
1673 r->dx = dx;
1674 r->dy = dy;
1675}
1676
1677maprect *
1678maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1679{
1680 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1681 buf.clear ();
1682
1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1684
1685 // add end marker
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687 r->m = 0;
1688
1689 return (maprect *)buf.linearise ();
1690}
1691

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